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vcmi/lib/mapObjectConstructors/CommonConstructors.h
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

134 lines
3.7 KiB
C++

/*
* CommonConstructors.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "CDefaultObjectTypeHandler.h"
#include "../LogicalExpression.h"
#include "../mapObjects/MiscObjects.h"
#include "../mapObjects/CGCreature.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/ObstacleSetHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGArtifact;
class CGObjectInstance;
class CGTownInstance;
class CGHeroInstance;
class CGMarket;
class CHeroClass;
class CGCreature;
class CGBoat;
class CFaction;
class CStackBasicDescriptor;
class CObstacleConstructor : public CDefaultObjectTypeHandler<CGObjectInstance>
{
public:
bool isStaticObject() override;
};
class CreatureInstanceConstructor : public CDefaultObjectTypeHandler<CGCreature>
{
public:
bool hasNameTextID() const override;
std::string getNameTextID() const override;
};
class ResourceInstanceConstructor : public CDefaultObjectTypeHandler<CGResource>
{
public:
bool hasNameTextID() const override;
std::string getNameTextID() const override;
};
class CTownInstanceConstructor : public CDefaultObjectTypeHandler<CGTownInstance>
{
JsonNode filtersJson;
protected:
bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
void initTypeData(const JsonNode & input) override;
public:
const CFaction * faction = nullptr;
std::map<std::string, LogicalExpression<BuildingID>> filters;
void initializeObject(CGTownInstance * object) const override;
void randomizeObject(CGTownInstance * object, vstd::RNG & rng) const override;
void afterLoadFinalization() override;
bool hasNameTextID() const override;
std::string getNameTextID() const override;
};
class CHeroInstanceConstructor : public CDefaultObjectTypeHandler<CGHeroInstance>
{
JsonNode filtersJson;
protected:
bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
void initTypeData(const JsonNode & input) override;
public:
const CHeroClass * heroClass = nullptr;
std::map<std::string, LogicalExpression<HeroTypeID>> filters;
void randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const override;
void afterLoadFinalization() override;
bool hasNameTextID() const override;
std::string getNameTextID() const override;
};
class DLL_LINKAGE BoatInstanceConstructor : public CDefaultObjectTypeHandler<CGBoat>
{
protected:
void initTypeData(const JsonNode & config) override;
std::vector<Bonus> bonuses;
EPathfindingLayer layer;
bool onboardAssaultAllowed; //if true, hero can attack units from transport
bool onboardVisitAllowed; //if true, hero can visit objects from transport
AnimationPath actualAnimation; //for OH3 boats those have actual animations
AnimationPath overlayAnimation; //waves animations
std::array<AnimationPath, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
public:
void initializeObject(CGBoat * object) const override;
/// Returns boat preview animation, for use in Shipyards
AnimationPath getBoatAnimationName() const;
};
class MarketInstanceConstructor : public CDefaultObjectTypeHandler<CGMarket>
{
protected:
void initTypeData(const JsonNode & config) override;
std::set<EMarketMode> marketModes;
JsonNode predefinedOffer;
int marketEfficiency;
std::string title;
std::string speech;
public:
CGMarket * createObject(IGameCallback * cb) const override;
void initializeObject(CGMarket * object) const override;
void randomizeObject(CGMarket * object, vstd::RNG & rng) const override;
const std::set<EMarketMode> & availableModes() const;
};
VCMI_LIB_NAMESPACE_END